diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-02-04 22:01:26 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 11:54:52 +0100 |
commit | 88f9852fc38c3f3e08db3bc042a2f2bfab1427ec (patch) | |
tree | 02b765f5b14072bc968f491ae62642750e631804 /rules.js | |
parent | 99789e0e56bf6ff40e795f4866d7b7ecb9328b69 (diff) | |
download | wilderness-war-88f9852fc38c3f3e08db3bc042a2f2bfab1427ec.tar.gz |
Place and remove indian allied settlement markers.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 50 |
1 files changed, 43 insertions, 7 deletions
@@ -13,7 +13,6 @@ // TODO: only move pieces once per campaign // TODO: re-evaluate fortress ownership and VP when pieces move or are eliminated -// TODO: update indian alliance markers when placing/eliminating indians // REACTION CARDS @@ -1535,13 +1534,23 @@ function eliminate_piece(p) { log(piece_name(p) + " is eliminated."); isolate_piece_from_force(p); set_unit_reduced(p, 0); - if (is_indian_unit(p)) { - // TODO: remove allied marker if necessary - } if (is_leader(p)) game.pieces.location[p] = DEAD; else game.pieces.location[p] = UNUSED; + if (is_indian_unit(p)) { + let home = indian_home_settlement(p); + if (home) { + let tribe = indian_tribe[home]; + if (is_indian_tribe_eliminated(tribe)) { + log(`Removed ${tribe} settlement.`); + if (pieces[p].faction === 'british') + remove_from_array(game.Britain.allied, home); + else + remove_from_array(game.France.allied, home); + } + } + } } function eliminate_indian_tribe(tribe) { @@ -1550,6 +1559,16 @@ function eliminate_indian_tribe(tribe) { eliminate_piece(p); } +function is_indian_tribe_eliminated(tribe) { + for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { + if (is_indian_tribe(p, tribe)) { + if (is_piece_on_map(p)) + return false; + } + } + return true; +} + function move_piece_to(who, to) { game.pieces.location[who] = to; } @@ -1557,6 +1576,23 @@ function move_piece_to(who, to) { function place_piece(who, to) { log(`${piece_name(who)} placed at ${space_name(to)}.`); game.pieces.location[who] = to; + if (is_indian_unit(who)) { + let home = indian_home_settlement(who); + if (home) { + let tribe = indian_tribe[home]; + if (pieces[who].faction === 'british') { + if (!game.Britain.allied.includes(home)) { + log(`Placed ${tribe} settlement.`); + game.Britain.allied.push(home); + } + } else { + if (!game.France.allied.includes(home)) { + log(`Placed ${tribe} settlement.`); + game.France.allied.push(home); + } + } + } + } } function move_pieces_from_node_to_node(from, to) { @@ -4642,8 +4678,8 @@ events.iroquois_alliance = { }, } -function find_unused_indian(tribe) { - for (let i = 0; i < pieces.length; ++i) +function find_friendly_unused_indian(tribe) { + for (let i = first_friendly_unit; i <= last_friendly_unit; ++i) if (pieces[i].name === tribe && game.pieces.location[i] === 0) return i; return 0; @@ -4663,7 +4699,7 @@ states.indian_alliance = { if (game.count >= 1) { for (let s of indian_spaces[a]) { if (!has_enemy_allied_settlement(s)) { - let p = find_unused_indian(indian_tribe[s]); + let p = find_friendly_unused_indian(indian_tribe[s]); if (p && can_place_in_space(s)) { can_place = true; gen_action_space(s); |